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When you go into the equip menu, and then Y-equip switch to the relic menu and try to change the top relic, the "new stats" pane shows your new stats as if you are unequipping the weapon in the top weapon slot. If you try to change the bottom relic, it shows your new stats as if you are unequipping the weapon/shield in the second slot.

Conversely, if you go into the relic meu and then Y-equip switch to the equip menu, the third and fourth slots don't show the new stats, and the first and second slots double-count themselves. As in, if you go to relic then switch to equip and try to equip an Iron Shield over an Iron Shield, it will show your defense increasing from 80 to 100, and if you try to equip a Buckler over an Iron Shield, it will show your defense increasing from 80 to 95.

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Quicksteal just sounds like it's missing. EDIT: Confirmed, it's not in there.

I've replicated the issue where Banon gives you 99 Healing Shivs and 97 Cat Hoods before the Battle of Narshe. I took out the MP-Restore patch, and it still happens, so I don't know what causes it.@Synchysi EDIT: It's the Narshe two-party patch.

And to everyone reporting empty encounters, this is because I asked Synchysi to enable encounters in a few rooms that didn't have them before but forgot to specify a pack. I've already fixed this in my ROM.

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There were a few patching issues on my end as well, which is why some of the 1.8.6 fixes didn't make into the 1.9 beta. This will be fixed for the next beta release, which I'm hoping to push out tomorrow.

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The battle start noise plays, it fades to black and stays black as the howling winds background music continues playing.

Video in spoilers

Spoiler

UPDATE: I transferred save files over to test random encounters. Those crashed the same way. Also checked the headered patch and got the same crashing behavior. I also cross patched headered and non-headered on the "maybe but probably not" chance that the files were mislabled. They weren't, both crashed immediately.

Edited September 6, 2017 by Satarack

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I'm a little late with this post, but here are some things to look out for.

You can now prevent Atma Weapon from re-buffing by casting Dispel pre-emptively; you'll get a message the first time you Dispel him after he powers up indicating that his defenses are down and subsequent messages indicating that A) he is storing power again and B) you have removed that stored energy whenever you Dispel him again (i.e. a different message than if you Dispel him after he re-buffs). The re-fight with Atma does *not* exhibit this behavior as I did not have enough A.I. space.

With cover now being more prevalent since it's attached to stamina and to spears, I'm curious to how a multiple bodyguard situation will work. Let me know.

The Life spell should be fixed now. Please test extensively.

The Demonsbane is now anti-undead instead of holy damage and it should proc 50% of the time. Do a run through the sealed Cave with it and let me know how it performs.

Please continue to test how stamina defends against status ailments set my enemy "special" attacks; it should prevent the status (but not the damage) some of the time.

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When you muddle an enemy, and that enemy is attacked by another muddled enemy, you cover the muddled enemy. That is: Enemy #1 and #2 are both confused. Edgar has Knight Cape. Edgar will block attacks from enemy #2 onto enemy #1, or from enemy #1 onto enemy #2. Edgar will NOT block attacks from an ally onto enemy #1 or #2.

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Thanks @Deschainand @Satarack. I went full ham in removing code I thought wasn't needed, which caused the issue with characters covering enemies. The issue with bodyguards in critical health covering healthy allies was due to me forgetting to upload the correct version, so an older version made it into RC4. I'm working on a fix, will post the new code and notify Synchysi as soon as it's verified.

EDIT: Everything seems to work correctly now. I posted the updated code in the patch topic.